Of course nozmajner thanks for the reply nonetheless.
In general it's the same as for the old lmrmodelviewer.
Perhaps i mixed it up because the old won't show them anyway if not tagged ship or station since the tagging had been removed for the game.
Except of course you call it by its name or start with the models name.
The lmr needs no folders to know if it's a ship station or building it depends on the tagging and you could have all in one skript.
Except yeah for the Buildings since this tagging had been completely removed (for no good imho and now you guys have to find a way to respect that again "city starport", "city building" "city energy" or whatever gives some structure to the cities, certainly the right idea) since its removed only the game respects the tag "city building" but not the lmrmodelviewer.
I certainly mixed that up, yes they show off at end, when placed in the game they are on top.
I guess the hierarchy is usually caused by the directories name i assume, but mods will be last in hierarchy, this is needed so i can overwrite a file with the mod resp. the game respects then the mod and not the original file.
Assumed that still works. I experienced that it seems to be not longer possible the .json stuff prevents from a lot.
And oh imho Pioneer leaks of a proper buildings set, you have only a couple of residentials or they look like residentials to me, i miss anything which looks like industry or commerce.
And before i would think about to give the city a structure i would take care about to split hostile and outdoor architecture, i wish this since aeons.
Also my buildings look stupid on a hostile planet with exception for two which i already placed in a dir "hostile" and the rest in "outdoor" it was ment as a litle hint that this will be good.
The "Colani Egg" and the "Octaeder" are sealed and ment to be placed on hostile worlds, sorta pioneering buildings.
Hostile worlds could contain nothing else as a hostile station (a sealed one like mine) and a couple of domes, this is not only FE2 it's damned very reasonable. I feels it's still horrible if i land on a hostile world on an outdoor landing pad. recently this is randomly and you could only code this hard for Sol (or other systems which are skripted) if you know which seed shows up which station while this can change with the next build.
And it's even more horrible to see skyscrapers on a moon.
I easy can imagine a hostile station which covers a whole city, that would be most reasonable, a bit like moonbase alpha.
clever made it could be procedural generated and show each time a little different layout or combination of the buildings.
Stations else should be more off the center, it's not comprehensible that a starport is in center of a city, poor residents what a horrible noise.
I grew up close to an airbase, it is horrible any airport can't be that noisy.
Back in the '70s when we still used the "Venom" it was like a small earthquake when they started. they could hardly lift on the short runway and was a few feet above the rooftops.
They took the planes out even in winter just to warm up the engines once in winter. They was just parked and secured and then they started the engines. "Uiiiiiiiiiiiiiii..................................." through the whole valley.
Venom and Vampire was the proper name this fighter made a horrible noise like a banshee (Vampire was simply the version with extra fuel tanks on the wingtips).
Just to imagine how that would be if a 1000 ton spacecraft lifts as long as we have no antigravity.
I guess today they would evacuate the whole area in a range of 100km.
However in midst of the city or close to center is not reasonable.
But that's nitpicking i guess the splitting in outdoor and hostile is what is needed most.
To have a structure like your new teammate suggested is secondary to me, personally i feel it's not that bad without this structing in industrial, residential and commercial zones.
Another thing i like to see solved is the to tight distance of the buildings.
It looks to me like the collision meshs data is bypassed and all buildings have simply the same radius, because the recent buildings are all small the same in footprint and i remeber that it once was debatet to position them closer, the collision meshs radius which is the average radius i assume spaces the buildings to far if they are very high and rather "thin". But it's a bit stupid from my pov to use a fixed radius as if those buildiungs which i truely never liked to much can't change or would be the last and best one can imagine.
Not even of mine i think they couldn't be made better, in general they are skripted ,models and it could be made better easy. I took not much effort to convert them to SGM and used what i skripted, but with a little effort they could be made better.
It simply prevents from properly adding different buildings and they will look wrong if they haven't the same footprint.
But hey, i still can do that myself i just have to kick my ass
